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The Racial Communions

Each of the speaking races of Pethron has a unique "communion" - some aspect of the world that they are especially in tune with.   Dragonborn - Processed Non-organics
Dragonborn have an affinity for materials such as stone, clay and metal, when worked by living creatures into new forms. Buildings, vehicles, weapons. The Dragonborn find such things more intuitive than other races.   Dwarves (Hill) - Earth
    Dwarves (Mountain) - Stone

/*Dwarves would get a boosted stone cunning that allows them to more fully feel stone or earth (mountain / hill). Contact with a structure or feature would allow them to intuit flaws or details and so on. This is why they’re such great miners and craftsmen - they can sense the location and extent of mineral veins (the depth of this sense varies depending on the material and is less if the material is impure or fractured, think ultrasound, it probably ranges 30 to 60 feet). */

/*A dwarf can percept through contiguous (non-fractured) stone to a considerable depth. At a cultural level they use this to find resources underground and to effectively carve strong tunnels and work stone. Individually, a player can use an action to make an insight check while touching stone to possibly glean information, such as “an impression that this tunnel proceeds a hundred feet, then branches into three directions”. This doesn’t penetrate along walls or structures built of stone blocks, but may indicate the strength of the individual stone being touched.*/

  Elves - Plants

/*Elves would get something like speak with small beasts, but for plants “By focussing when in physical contact with a natural plant, you can communicate simple ideas with it, and receive answers”. This would be practically limited to the sorts of things a plant would be able to give an answer to. It’s not something players would be able to use often to advantage, but it’s meant as more of a sense of how the elves are in the world. Their civilisation is very in-tune with the forest, but they can do better than humans could because they can actually converse with the plants to negotiate acceptable harvesting rates and optimise growth that way.*/

/* An elf can communicate at a primitive level with living wild plants. At a cultural level, they use this to coexist in nature and to grow food easily. Individually, a player can use an action to make insight check when touching living wild plants to possibly glean information, such as “an impression that destructive creatures passed here recently”. */

  Gnomes (Forrest) - Animals

/*Forest gnomes already get speak with small beasts. Buff it to include all animals? But they like smaller animals better!*/

  Gnomes (Rock) - Metal

/*Like the mountain dwarves, but metal instead of stone. Also much shorter range, but much higher resolution. Possibly deep gnomes could flip that second part. Or maybe gems?*/

  Goliaths
    Half-elves
    Half-orcs
    Halflings - Processed Organics
Halflings have an affinity for plant and animal derived materials, when worked by living creatures into new forms. Wooden beams, hempen rope, cotton cloth. Halflings find such things more intuitive than other races.

/*(The rural state between wilderness and civilisation) Structures made mostly of wood, rope, rammed earth, clay and textiles. Textiles in general. A pathway that has been formed but not paved or cobbled (cordroy road might work) */

  Humans - Speaking races
Humans have a higher level of empathy than other races, a special insight into the minds of other minds. This can be powerful in reaching out, negotiating and anticipating, but it can also lead to a human's compassionate nature being taken advantage of. Once per short rest, a human character can exercise this ability to gain advantage on an insight roll concerning another speaking creature. For each time this is used, the DM can grant advantage to a speaking creature on a roll that concerns this character, or disadvantage on a wisdom save or wisdom check by the character.

/*OR Adaptability - pick one of the other race’s empathies - you get that! */

  Tieflings
Dragonborn - Processed Non-organics
Dwarves (Hill) - Earth
Dwarves (Mountain) - Stone
Elves - Plants
Gnomes (Forrest) - Animals
Gnomes (Rock) - Metal
Goliaths
Half-elves
Half-orcs
Halflings - Processed Organics
Humans - Speaking races
Tieflings

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